This is the tenth contest for this year's set. This week's challenge: Design an Event!

Submission Rules

 Each participant may submit one card per challenge. Participation in previous or future challenges is not required to participate in this one. Submit your card to me via this forum's messaging system. Submissions made after each week's deadline cannot be accepted. Each card you submit must have a name, a cost, a list of types, and the exact wording that should appear on the card. Also include a brief description of any special design considerations (e.g., Stash having a unique back), but do NOT include any other information, such as strategic commentary or examples about it would play. The name you give your card will appear on the ballot. If multiple cards with the same name are submitted, I will differentiate them with letters in a randomly chosen order, e.g. [Card Name] A, [Card Name] B, etc. Cards themselves will likewise be listed in a random order on the ballot. I will accept revisions to your contest entries provided they are submitted to me before the deadline. If you submit a revision to an entry you have previously submitted to me, resubmit your revised card(s) in their entirety. Only submit cards that are your own design. You may submit cards that have been previously posted here in this forum, including those that have been refined by the community as a whole, provided you can still claim that the central conceit of the card -- and the majority of its final version -- is yours. A single card might conceivably qualify for multiple challenges within this series. If your card doesn't win the first challenge you submit it to, you may submit it for any and all future challenges (until it wins), provided the card fits those challenges. This is particularly pertinent for cards that don't win the first of two slots for a large expansion, although depending on which card does win, your card may not qualify for the second challenge. Do not disclose your submissions publicly, either in this thread or elsewhere!

Except where specified, you may not submit cards combine certain mechanics from multiple expansions. The idea is that you could simply slot the cards into their respective sets without needing components or rules specific to another set. Specifically:

 Duration cards may only be submitted as candidates for a Seaside or Adventures slot. Potion-cost cards may only be submitted as candidates for the Alchemy slot. Cards that use VP tokens or cost $7 or more may only be submitted as candidates for a Prosperity or Empires slot. Cards that use Coin tokens and cards that use overpay may only be submitted as candidates for the Guilds slot. Cards that use Ruins (Looters) and cards that use Spoils may only be submitted as candidates for a Dark Ages slot. Traveller cards, Reserve cards, and cards making use of player Tokens may only be submitted as candidates for an Adventures slot.

Many mechanics are fair game for any submission. The following is an incomplete list.

 Victory/Action and Victory/Treasure hybrid cards. Cards that allow you to choose an ability from a list. Cards with on-buy, would-gain, on-gain, and on-trash abilities.

Challenge #10: Event

Design an Event card that would fit into the Adventures or Empires expansions. Such a card could have one or more of the following qualities:

 Interacts with player Tokens (including Debt and VP, and possibly including new Tokens). May only be bought once per turn. Almost anything else (except mechanics reserved for other expansions).

The winners from the first two Event contests:

Quote from: scott_pilgrim

Odyssey

The player to your left moves your +1 Card and +1 Action tokens to an Action Supply pile (when you play a card from that pile, you first get +1 Card, +1 Action).

$4 Event

Quote from: scott_pilgrim

Recruit

The player to your left names two cards. Gain a card costing up to $6 that he did not name.

$4 Event

Keep in mind that voters may want something that fills a different niche this time around.

The runner-up from the second contest will automatically be included in the preliminary voting. The author of this card is allowed to submit a new card as well. (As is scott_pilgrim, designer of the winning card.)

I currently imagine mail-mi wearing a dark trenchcoat and a bowler hat, hunched over a bit, toothpick in his mouth, holding a gun in his pocket. One bead of sweat trickling down his nose.

'And what is it that ye shall hope for? Behold I say unto you that ye shall have hope through the atonement of Christ and the power of his resurrection, to be raised unto life eternal, and this because of your faith in him according to the promise." - Moroni 7:41, the Book of Mormon

AppraiseTypes: EventCost: $0You may discard a card costing at least $3. If you do, +1 Buy, and cards cost $1 less this turn, but not less than $0.

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BlackmailTypes: EventCost: $5Gain a card costing up to $4. Each other player reveals the bottom card of their deck and gains a Curse if it isn't a Curse. All players put any cards gained from this Event on the bottom of their deck.

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Coin CollectionTypes: EventCost: $0You may discard a Copper, a Silver and a Gold. If you do, gain a Province.

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CreditTypes: EventCost: $0Take up to <9> and gain a card costing exactly $3 less than the amount of debt you took.

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DepositoryTypes: EventCost: $0+1 Buy+$8

You may not buy any victory cards this turn. At the end of your turn, if you bought at most 1 card, gain its $ cost in VP and debt +<2>. Otherwise, take <9>.

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ExploitTypes: EventCost: $7Turn your Journey Token over (it starts face up) and reveal the top three cards of your deck.

If it's face up, gain a copy of each of the three cards.If it's face down, trash all three cards.

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ForgeryTypes: EventCost: $4+1 Buy

You may reveal an Action card from your hand. If you do, gain a copy of that card.

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GoldrushTypes: EventCost: <4>Gain the top card of the Goldrush pile.Setup: Take the top card from each kingdom supply pile. Arrange them by $ cost first and name second to form the Goldrush pile.

Clarification: The Goldrush pile is not in the supply. Cards in the Goldrush are "from" their original piles, not the Goldrush pile, so e.g. Ambassador will return a card which was gained using Goldrush to its original pile. Debt and potion costs are ignored when arranging the Goldrush pile.

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Hired HelpTypes: EventCost: $2+1 Action+1 Buy

Return to your Action phase.

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Insider's DealTypes: EventCost: $0Once per turn: Take up to <6>. Gain a card costing exactly $1 per <> taken and a Copper, putting each on top of your deck.

Sustain EndeavorTypes: EventCost: $4Once per turn: Set aside a card you have in play and play it at the start of next turn.

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TavernTypes: EventCost: $2+1 Buy

Put a non-Reserve Treasure or Action card from your hand on your Tavern mat.If it is a Treasure you may call it at the beginning of your Buy phase.If it is an Action you may call it at the beginning of your turn to play it.

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Toll BridgeTypes: EventCost: $1+1 Buy

All cards cost $2 less this turn but not less than $0. Each other player chooses one: draw a card, or +1 VP.

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TollhouseTypes: EventCost: $2Each player with <> gains a Curse. If they do, they lose all <>.In games containing this, when you shuffle, take <1>.

Gold Rush is the most innovative idea here. In a Kingdom without extra buys and the cheapest card costing 2 or 3 the Event might never be bought but this is not a big issue.About the other cards, there are some repeating themes like debtification, (half-)Villa as Event or discard for Province.

I tried an event similar to Ambush/Hired Help, and I actually liked it a lot and felt it was balanced at $2. Of course, that was before Villa, and I like it somewhat less now that it's similar to Villa. I would still be happy to see one of these win.